System and method for improving fitness equipment and exercise

ABSTRACT

In a first aspect, a method is provided that includes the steps of (1) providing a monitor for determining a level of exercise performance performed by an exerciser and for outputting a signal representative of the performance level; (2) using the monitor to measure a level of exercise performance performed by an exerciser; (3) outputting from the monitor a signal representative of the performance level; (4) providing a video game having a character, the video game inputting and being responsive to the performance level signal output by the monitor, the video game using the performance level signal to control a performance level of the video game character; and (5) while the exerciser is not exercising, controlling a performance level of the video game character based on a performance level signal output by the monitor.

This application is a continuation of and claims priority to U.S. patentapplication Ser. No. 15/393,247 filed Dec. 28, 2016, and titled “SYSTEMAND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”, which is acontinuation of and claims priority to U.S. patent application Ser. No.15/208,598 filed Jul. 12, 2016, and titled “SYSTEM AND METHOD FORIMPROVING FITNESS EQUIPMENT AND EXERCISE”, now U.S. Pat. No. 9,566,472,which is a continuation of and claims priority to U.S. patentapplication Ser. No. 15/017,562 filed Feb. 5, 2016, and titled “SYSTEMAND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”, now U.S. Pat.No. 9,409,054, which is a continuation of and claims priority to U.S.patent application Ser. No. 14/619,064 filed Feb. 10, 2015, and titled“SYSTEM AND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”, nowU.S. Pat. No. 9,272,185, which is a continuation of and claims priorityto U.S. patent application Ser. No. 14/313,995 filed Jun. 24, 2014, andtitled “SYSTEM AND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”,now U.S. Pat. No. 8,979,711, which is a continuation of and claimspriority to U.S. patent application Ser. No. 14/172,859 filed Feb. 4,2014, and titled “SYSTEM AND METHOD FOR IMPROVING FITNESS EQUIPMENT ANDEXERCISE”, now U.S. Pat. No. 8,784,273, which is a continuation of andclaims priority to U.S. patent application Ser. No. 14/023,892 filedSep. 11, 2013, and titled “SYSTEM AND METHOD FOR IMPROVING FITNESSEQUIPMENT AND EXERCISE”, now U.S. Pat. No. 8,672,812, which is acontinuation of and claims priority to U.S. patent application Ser. No.13/942,605 filed Jul. 15, 2013, and titled “SYSTEM AND METHOD FORIMPROVING FITNESS EQUIPMENT AND EXERCISE”, now U.S. Pat. No. 8,556,778,which is a continuation of and claims priority to U.S. patentapplication Ser. No. 13/183,405 filed Jul. 14, 2011, and titled “SYSTEMAND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”, now U.S. Pat.No. 8,506,458, which is a continuation of and claims priority to U.S.patent application Ser. No. 10/094,396 filed Mar. 8, 2002, and titled“SYSTEM AND METHOD FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE”, whichclaims priority to U.S. Provisional Patent Application Ser. No.60/274,306, filed Mar. 8, 2001, and titled “INTERNET-BASED APPOINTMENTSCHEDULING”. All of the above applications are hereby incorporated byreference herein in their entirety.

FIELD OF THE INVENTION

The present invention relates to exercise equipment and fitnessactivities, and more particularly to a system and method for improvingfitness equipment and exercise.

BACKGROUND OF THE INVENTION

A fitness craze has recently swept the United States and many othercountries. From fat-free potato chips to treadmills, people around theworld have become obsessed with weight loss and healthy living.Accordingly, record numbers of new fitness products/exercise equipmenthave emerged to meet this obsession (including stair climbers,treadmills, recumbent bicycles, ski machines, and the like).

Many pieces of exercise equipment, when used regularly, are very usefulfor weight loss, for improving cardiovascular stamina, and forstrengthening various muscles. However, most exercise equipment suffersfrom a major drawback: the equipment is boring to use because of itsinability to successfully encourage a user (e.g., an exerciser) tocontinue exercising. As a result, most purchasers of exercise equipmentstop using the equipment shortly after purchasing it.

A need therefore exists for a system and a method for making bothexisting and new exercise equipment more enjoyable by successfullystimulating and encouraging an exerciser to continue exercising. Such asystem and a method will significantly improve both existing and newexercise equipment, as well as exercise itself (e.g., by making it moreenjoyable).

U.S. Pat. No. 5,947,868 (the '868 patent) discloses, among other things,a system and method for improving fitness equipment and exercise. Thispatent is hereby incorporated by reference herein in its entirety. Inone embodiment of the '868 patent, a monitor measures a performancelevel of an exerciser and outputs a performance level signal to a videogame player (e.g., a hand-held video game player such as a Gameboy™manufactured by Nintendo). The video game player monitors theperformance level signal and controls the performance level of a videogame character based on the signal. Additional methods and apparatus forencouraging or otherwise regulating exercise would also be desirable.

SUMMARY OF THE INVENTION

In a first aspect of the invention, a method is provided that includesthe steps of (1) providing a monitor for determining a level of exerciseperformance performed by an exerciser and for outputting a signalrepresentative of the performance level; (2) using the monitor tomeasure a level of exercise performance performed by an exerciser; (3)outputting from the monitor a signal representative of the performancelevel; (4) providing a video game having a character, the video gameinputting and being responsive to the performance level signal output bythe monitor, the video game using the performance level signal tocontrol a performance level of the video game character; and (5) whilethe exerciser is not exercising, controlling a performance level of thevideo game character based on a performance level signal output by themonitor.

In a second aspect of the invention, a method is provided that includesthe steps of (1) providing a video game having a video game character;(2) assigning an activity other than exercise or monetary payment; (3)determining if the activity was completed; and (4) if the activity wascompleted, improving a performance level of the video game character.

In a third aspect, a method is provided that includes the steps of (1)providing a video game having a video game character; (2) assigning anactivity; and (3) improving a performance level of the video gamecharacter in exchange for an agreement that the exerciser or anotherparty will perform the activity at a later time. Numerous otherembodiments are provided, as are apparatus and computer program productsfor carrying out these and other aspects of the invention. Each computerprogram product may be carried by a medium readable by a computer (e.g.,a carrier wave signal, a floppy disc, a hard drive, a random accessmemory, etc.).

Other objects, features and aspects of the present invention will becomemore fully apparent from the following detailed description of thepreferred embodiments, the appended claims and the accompanyingdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic view of an exercise system for exercising inaccordance with a first embodiment of the U.S. Pat. No. 5,947,868; and

FIG. 2 is a schematic view of an exercise system for exercising inaccordance with a second embodiment of U.S. Pat. No. 5,947,868.

DETAILED DESCRIPTION

To further aid in the understanding of the present invention, theexercise system of U.S. Pat. No. 5,947,868 will be described herein.Specifically, FIG. 1 is a schematic view of an exercise system 10configured in accordance with a first embodiment of U.S. Pat. No.5,947,868. With reference to FIG. 1, the exercise system 10 comprises anexercise monitor 11 connected to a recumbent bicycle 13, and a computer15 coupled to an output 11′ of the exercise monitor 11 via a cable 17.Any other piece of exercise equipment may be similarly employed (e.g., astair climber, a stationary bicycle, a rowing machine, etc.).

The exercise monitor 11 is configured to measure the pedal rate of anexerciser 19 riding the recumbent bicycle 13, and to output anapproximately real-time measure of pedal rate via the output 11′. Otheror additional exerciser performance levels (e.g., a measure of thelength, intensity or some other characteristic of the exercise activity)may be monitored and output by monitor 11 or by other monitors. Thepedal rate output by the monitor 11 is monitored by the computer 15while the computer 15 runs a video game such as a martial arts videogame (represented in FIG. 1 by a martial arts character 21 on a computerscreen 23 coupled to the computer 15).

The exerciser 19 is shown holding a joystick 25 for controlling thekicking, punching and other movements of the martial arts character 21on the computer screen 23. The joystick 25 may be directed connected tothe computer 15 or coupled to the computer 15 via the monitor 11 asshown in FIG. 1. The joystick/computer connection also may be wireless.

In operation, as the exerciser 19 pedals the recumbent bicycle 13, themonitor 11 measures and outputs (via the output 11′) a signalrepresentative of the pedal rate of the exerciser 19. The pedal ratesignal output by the monitor 11 is monitored by the computer 15 and isused to control the energy level (e.g., the strength and durability) ofthe martial arts character 21. Accordingly, the harder the exerciser 19pedals the bicycle 13, the higher the energy level of the martial artscharacter 21, and the less likely the martial arts character 21 is toperish from an attack by an opponent martial arts character 27. Byexercising harder, the exerciser 19 can therefore score higher orotherwise perform better at the video game.

Many different performance levels of the exerciser 19 can be monitoredand used to control a video game character's performance levels (e.g.,how the character behaves, reacts, etc.). Table 1 contains arepresentative list of exerciser performance levels that may bemonitored as the exerciser 19 exercises on the recumbent bicycle 13 oron some other piece of exercise equipment, and possible video characterperformance levels that can be controlled for each monitored exerciserperformance level. Table 1 is not intended as a limitation onmonitorable performance levels and is merely exemplary.

TABLE 1 VIDEO GAME CHARACTER MONITORED EXERCISER PERFORMANCE LEVELPERFORMANCE LEVEL CONTROLLED pedaling rate speed, striking forcestepping rate speed, striking force rowing rate speed, striking forcerunning rate speed, striking force pulse rate speed, energy level,accuracy striking force striking force swing velocity swing velocitydistance traveled game level time exercised game level

Accordingly, exercise equipment, such as the recumbent bicycle 13,and/or exercise is modified by placing an exercise monitor 11 (e.g., apulse monitor, a distance meter, a rate monitor, a time monitor, acalorie meter, a strain gauge, an accelerometer and/or any other sensorfor measuring the physical activity/performance level of an exerciser)on the equipment and/or the exerciser 19. The exercise monitor 11outputs a signal representative of the performance level of theexerciser 19 (e.g., pulse rate, distance traveled, time exercised, rateof exercise, etc.) to a video game player (e.g., a computer 15)wirelessly or via a cable. The video game player may be a desk topcomputer, or preferably comprises a hand-held video game player such asa GameBoy™ (as described with reference to FIG. 2).

To stimulate the exerciser 19, the output from the exercise monitor 11is used to control a parameter within a video game, such as a video gamecharacter 21's lifetime, energy level, striking force, accuracy, speedor the like. Similarly, a video game character 21 may be precluded fromreaching a higher level in a game unless the exerciser 19 pedals fastenough, exercises long enough, has a high (or low) enough pulse rate orreaches some other performance level. Multiple performance levelmeasurements of the exerciser 19 may be monitored and used to controlmultiple performance levels of the video game character 21 (e.g., pulserate of the exerciser 19 dictates energy level/lifetime of the videogame character 21, exercise rate controls the speed of or the strikingforce of the video game character 21, and duration/distance of exercisecontrols game level).

Examples of suitable video games include action-adventure games (e.g.,military games, dungeon games, murder-mystery games, etc.), martial artsgames, sports games (e.g., hiking, swimming, baseball, basketball,tennis, etc.), and other similar games. For instance, during a videobaseball game, the force with which a batter strikes a baseball or thespeed with which a player runs around a base may be controlled by thespeed with which an exerciser pedals, climbs stairs, rows, etc.Similarly, the speed with which a football player rushes or passes, thepower with which a boxer punches or a martial artist kicks, or theheight to which a basketball player jumps may be similarly controlled.The “energy level” (e.g., a measure of how long a character can survivean event, attack, etc.) or lifetime of a character can be similarlycontrolled, or controlled by the pulse rate or other cardiovascularindicator of the exerciser. The key is to make the exerciser exerciseharder or longer in order to continue the game or do better in the game.Accordingly, the exerciser is stimulated to work harder in exchange forsome immediate success or gratification (e.g., doing better in thegame). Preferably, game score/performance will increase with anincreasing level of physical fitness (e.g., reduced pulse rate for agiven exercise routine, harder workouts, etc.).

If desired, the video game player may analyze the data from the exercisemonitor and compile statistics on the exerciser's performance. Adatabase can be maintained for each new exerciser and updated after eachexercise session so that progress charts and other statistics can begenerated for each exerciser. If desired, other relevant data such as aexerciser's weight, body fat, and the like also may be stored and usedto assess progress.

FIG. 2 is a schematic view of an exercise system 30 configured inaccordance with a second embodiment of U.S. Pat. No. 5,947,868. Withreference to FIG. 2, the exercise system 30 comprises an exercisemonitor 31 a connected to a recumbent bicycle 33, and a hand-held videogame player 35 (such as a GameBoy™ marketed by Nintendo) coupled to anoutput 31 a′ of the exercise monitor 31 a via a first cable 37 a.

The exercise monitor 31 a is configured to measure the pedal rate of anexerciser 39 riding the recumbent bicycle 33, and to output anapproximately real-time measure of pedal rate via the output 31 a′. Inaddition to the exercise monitor 31 a, an exercise monitor 31 b is shownconnected to the exerciser 39 and to the hand-held video game player 35via a second cable 37 b. The exercise monitor 31 b is configured tomeasure the pulse rate of the exerciser 39. The pedal rate output by themonitor 31 a and the pulse rate of the exerciser 39 output by themonitor 31 b are monitored by the hand-held video game player 35 whilethe hand-held video game player 35 runs a video game such as a martialarts video game (represented in FIG. 2 by a martial arts character 41).The exerciser 39 is shown holding the hand-held video game player 35 andcan control the kicking, punching and other movements of the martialarts character 41 via buttons 43 on the front of the hand-held videogame player 35.

In operation, as the exerciser 39 pedals the recumbent bicycle 33, themonitor 31 a measures and outputs a signal representative of the pedalrate of the exerciser 39, and the monitor 31 b measures and outputs asignal representative of the pulse rate of the exerciser 39. The pedalrate signal output by the monitor 31 a is monitored by the hand-heldvideo game player 35 and is used to control the striking force of themartial arts character 41. The pulse rate signal output by the monitor31 b is monitored by the hand-held video game player 35 and is used tocontrol the energy level of the martial arts character 41. Accordingly,the harder the exerciser 39 pedals the bicycle 33, the harder themartial arts character 41 can strike an opponent. However, the higherthe pulse rate of the exerciser 39, the lower the energy level of themartial arts character 41, making the martial arts character 41 moresusceptible to attack. By using the monitored performance levels of theexerciser 39 in this manner, to obtain higher and higher game scores,the exerciser 39 must become more and more cardiovascularly fit so thatthe exerciser 39 can pedal faster while maintaining a lower pulse rate.Cardiovascular fitness becomes a desirable goal of the exerciser 39because such fitness yields immediate gratification (e.g., a higher gamescore).

EXEMPLARY EMBODIMENTS OF THE PRESENT INVENTION

In accordance with the present invention, numerous additional featuresare provided. For instance, the system of the '868 patent (e.g., viacomputer program code and/or hardware stored in either the computer 15of FIG. 1 or in the hand-held video game player 35 of FIG. 2) may beconfigured to (1) at least attempt to prevent an exerciser fromoverexercising; (2) “reward” an exerciser for exercise performed beforeand/or after game play on the video game player; (3) “reward” a videogame player (e.g., whether the game player is an exerciser) for behaviorperformed before and/or after game play. Other exercise systems thanthose of the '868 patent may similarly be configured in accordance withthe present invention, and the principles of the present invention maybe implemented in hardware, software (e.g., one or more computer programproducts) or a combination thereof.

In first aspect of the invention, the system of the '868 patent may beconfigured to attempt to prevent overexercising by monitoring a pulserate of an exerciser and by stopping and/or suspending game play if thepulse rate is too high. Alternatively, blood pressure may be monitored.The appropriate pulse rate or blood pressure may be assessed based onage, weight, height, etc., of the exerciser. The video game player maybe provided with any suitable interface for receiving informationregarding pulse rate, blood pressure, the exerciser (e.g., age, weight,height, etc.) such as a keyboard interface, an infrared or otherwireless interface, a serial or parallel cable interface, a USBconnection interface, a mouse interface, a light pen interface, anetwork/Ethernet interface, an Internet interface, a dial-up connectioninterface, etc. Any other parameter or technique may be used toprevent/reduce overexercising such as monitoring time of exercise,number of steps climbed (e.g., for a stair climber), distance traveled(e.g., for a stationary bicycle or treadmill), or the like.

In a second aspect of the invention, an exerciser is rewarded afterexercise is performed. For example, an exerciser may be provided with a“smart monitor” which monitors a performance level of exercise (e.g.,pedal rate, step rate, length of exercise, pulse rate during exercise,or some other characteristic of exercise) and creates an “indicator” ofthe performance level. The indicator may be a code (e.g., an encryptedcode) that is displayed to the exerciser, and that the exerciser maythen provide to the video game player (e.g., via a keyboard, a lightpen, via some other device such as a personal computer that couples tothe video game player). Based on the code, the video game player“adjusts” the performance level of a video game character in a mannersimilar to that described in the '868 patent. In general the video gamemay be affected in any way by the code (e.g., which is a measure ofexercise performance level). Thus, by improving video game characterperformance based on the code, an exerciser is rewarded for exerciseperformed before video game play.

Note that the use of a code is not required. The video game playeritself may monitor exercise level for use during subsequent game play.For example, Joe may take a hand-held video game player (configured inaccordance with the present invention) to a local gym, and may use thevideo game player to monitor his exercise level while running on atreadmill. The video game player may be provided with a clamp that holdsthe player on a rail of the treadmill or some other location. Duringexercise, the video game player may display conventional exerciseinformation such as pulse rate, distance traveled, etc. After exercise,based on the exercise performance level of Joe, the video game playermay “adjust” or otherwise affect the performance level of a video gamecharacter. Numerous options may be provided. For example, Joe may starta video game (before or during exercise), and the video game player mayfreeze or suspend play until Joe performs some required level ofexercise (e.g., runs faster, cycles for 5 minutes, achieves a certainheart/pulse rate, etc.). Once Joe achieves the required exerciseperformance level, game play may be reinitiated. This may occur severaltimes during an exercise session. Alternatively, video game characterperformance may only be affected after Joe has completely finishedexercising.

As an additional feature, information regarding performance level ofexercise may be communicated to a third party such as an insurancecompany, a medical facility, a weight loss clinic or any other relevantparty. The third party may offer additional incentives for performingexercise (e.g., reduced insurance deductibles, free physicals, etc.),and may even set the performance level requirements for an exerciser(e.g., by programming the video game player, such as via a network likethe Internet, via e-mail, etc.).

In a third aspect of the invention, a person is rewarded with improvedvideo game play for non-exercise type activities. For example, game playmay be enhanced (e.g., the performance level of a video game player maybe improved) if a person (1) achieves a certain grade on a test,completes an education program or studies for a predefined time period;(2) eats at a certain restaurant (e.g., McDonalds); (3) completes asurvey (e.g., by logging on to a Web site and completing the survey);(4) subscribes to a service (e.g., by switching to a certain longdistance carrier or by agreeing to a magazine subscription); and/or (4)performs any other predefined task.

Another possible feature includes allowing a person to restart a videogame that had previously ended (e.g., because a video game character was“killed”) based on a subsequently performed task. Exemplary tasksinclude, exercising, achieving a certain grade, eating at a certainrestaurant, completing a survey, subscribing to a magazine, etc.

The foregoing description discloses only exemplary embodiments of theinvention; modifications of the above disclosed apparatus and methodwhich fall within the scope of the invention will be readily apparent tothose of ordinary skill in the art. For instance, any number ofperformance levels of an exerciser may be monitored and used to controlany number of performance levels of a video game character, and thevarious monitors described herein may communicate with the video gameplayer wirelessly. As well, conditions within a video game may be outputby the video game player and used to increase/decrease the difficulty ofexercise, or otherwise affect exercise, if so desired. Further, oldvideo games may be modified for use with the present invention, or newvideo games may be developed.

Additionally, while the present invention has been described withreference to a single exerciser, it will be understood that theinvention is equally applicable to multiple exerciser situations. Forinstance, different video game characters within the same video game maybe controlled by different exercisers. That is, the performance level(s)of a first exerciser may control the performance level(s) of a firstvideo game character, while the performance level(s) of a secondexerciser may control the performance level(s) of a second video gamecharacter contained within the same video game as the first video gamecharacter. In this manner, the exerciser who exercises harder will havea gaming advantage over the other exerciser. Such multi-exerciserapplications may be performed locally (e.g., all exercisers in the sameroom) or remotely (e.g., at least one exerciser in a different locationwho communicates remotely, such as over the INTERNET or the WORLD WIDEWEB).

Accordingly, while the present invention has been disclosed inconnection with the preferred embodiments thereof, it should beunderstood that other embodiments may fall within the spirit and scopeof the invention, as defined by the following claim.

The invention claimed is:
 1. A method of exercise comprising: providinga monitor for determining a level of exercise performance performed byan exerciser and for creating an indicator of the performance level foruse after exercise; using the monitor to measure a level of exerciseperformance performed by an exerciser and to create the indicator ofperformance level; providing a video game having a character controlledby the user, the video game being responsive to the indicator ofperformance level of the monitor, the video game using the indicator ofperformance level to control a performance level of the user controlledvideo game character after the user has exercised; determining if theuser is at a certain location; and affecting video game play within thevideo game if the user is at the certain location.
 2. The method ofclaim 1 wherein affecting the video game includes affecting the usercontrolled video game character.
 3. The method of claim 1 whereinaffecting the video game includes allowing the user to restart the videogame.
 4. The method of claim 3 wherein allowing the user to restart thevideo game includes bringing back a previously defeated video gamecharacter within the video game.
 5. The method of claim 1 whereindetermining if the user is at a certain location includes determining ifthe user is at a certain restaurant.
 6. The method of claim 1 whereinthe indicator of performance level is a code.
 7. The method of claim 1further comprising communicating information regarding performance levelof exercise to a third party.
 8. The method of claim 1 wherein themonitor is part of a video game player.
 9. The method of claim 5 whereincommunications with the third party occur via the Internet.
 10. Themethod of claim 5 further including receiving performance levelrequirements for the exerciser set by the third party.
 11. A method ofexercise comprising: providing at least one monitor for determining aplurality of levels of exercise performance performed by an exerciserand for creating a plurality of indicators of the performance levels foruse after exercise; using the at least one monitor to measure theplurality of levels of exercise performance performed by an exerciserand to create the plurality of indicators of performance levels;providing a video game having a character, the video game beingresponsive to the plurality of indicators of performance levels of theat least one monitor, the video game using the plurality of indicatorsof performance levels to control multiple performance levels orcharacteristics of the video game character after the user hasexercised; determining if the user is at a certain location; andaffecting video game play within the video game if the user is at thecertain location.
 12. The method of claim 11 wherein affecting the videogame includes affecting the user controlled video game character. 13.The method of claim 11 wherein affecting the video game includesallowing the user to restart the video game.
 14. The method of claim 13wherein allowing the user to restart the video game includes bringingback a previously defeated video game character within the video game.15. The method of claim 11 wherein determining if the user is at acertain location includes determining if the user is at the restaurant.16. The method of claim 11 wherein the at least one monitor is part of avideo game player.
 17. The method of claim 11 further comprising atleast one of communicating information regarding performance level ofexercise to a third party and receiving performance level requirementsfor the exerciser set by the third party.
 18. A method of exercisecomprising: providing at least one monitor for determining a pluralityof levels of exercise performance performed by an exerciser and forcreating a plurality of indicators of the performance levels for useafter exercise; using the at least one monitor to measure the pluralityof levels of exercise performance performed by an exerciser and tocreate the plurality of indicators of performance levels; providing avideo game having a character controlled by the user, the video gamebeing responsive to the plurality of indicators of performance levels ofthe at least one monitor, the video game using the plurality ofindicators of performance levels to control one or more performancelevels or characteristics of the user controlled video game characterafter the user has exercised; determining if the user is at a certainlocation; and affecting video game play within the video game if theuser is at the certain location.
 19. The method of claim 18 whereinaffecting the video game includes affecting the user controlled videogame character.
 20. The method of claim 18 wherein affecting the videogame includes allowing the user to restart the video game.
 21. Themethod of claim 20 wherein allowing the user to restart the video gameincludes bringing back a previously defeated video game character withinthe video game.
 22. The method of claim 18 further comprising at leastone of communicating information regarding performance level of exerciseto a third party and receiving performance level requirements for theexerciser set by the third party.